Ensure that releasing the skinning bone buffer when we suddenly have no bones to process also unlocks the buffer and clears the lock. Also added some extra paranoid checks when releasing the bone buffer lock

Allow Combat Bond Community Goals to be linked together, allowing one to fail if the other succeeds before the time runs out. A CG that ends early still honours any reward tiers reached

Weapons/Shields

Change the exponent of the curve used for shield resistance from power distributor pips to make it less harsh. 0 and 4 pips are unchanged, middle values now have a higher damage resistance. Specifically changed from 2->0.85, which means that 2 pip has an increased damage resistance from 15%->33% (0 pip stays at 0%, 4 pip stays at 60%). This change means that the TTL (Time To Live) increase of each additional half-pip is approximately the same, rather than almost nothing to start and spiking up towards the end, hopefully allowing players to use setups other than 4-SYS with less penalty. Does not affect CQC ships

Fix a muddling of grades on module reinforcements that made them a bit of a newbie trap if you didn't dig deeper - the Es were better than the Ds as they were probably ranked on the wrong primary stat. Increase the health of D class module reinforcements to be the same as what Es currently are (about +140%), and give Es a 10% buff to offset their higher mass

Incremental Railgun buffs: increase hardness piercing to match plasma accelerators so they do a better job of punching up against large ships. Reduce firing heat by approximately 15% (and round off to comfortable numbers)

Audio: Weapon impacts now respect whether or not the player is in internal / external cams

Hi all, QA has identified a problem with multicrew on todays build. As such, it'll remain disabled until a future beta build. Our apologies on this front, but we want to make sure everything with multicrew is properly functional.